Hunta-Killa Boyz

Homebrew by Cilionelle

(v0.1) Hunta-Killaz are drawn from Beast Snagga mobs that have proved they can do more than charge in a straight line. These boyz have spent their lives hunting dangerous creatures and fighting anything that looks like a worthy challenge. They know how to track a target, close the distance, and tear it apart with brutal weapons and stubborn determination.

Squighog riders add a fast and violent strike element to the team. Their Smasha Squigs hit with the force of a living battering ram, and the riders use explosive stikkas and improvised missiles to break open armour and scatter defenders. Saddlegits and bombsquigs bring even more unpredictable firepower, turning any approach into a chaotic rush of teeth, hooves, and explosions.

Together, these operatives form a small force that can reach a target quickly and hit it with overwhelming aggression. A Warboss sends them when something important needs to be smashed, seized, or wrecked before the main Waaagh! arrives. The Hunta-Killaz do not sneak or stalk in the way other factions might. They close in fast, strike hard, and leave nothing standing that could slow the wider Ork advance.

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Composition

A HUNTA-KILLA Kill Team is composed of: • 1 HUNTA-KILLA operative selected from the following list: o Nob on Squighog o Nob • 1 HUNTA-KILLA Bomb Squig • 8 HUNTA-KILLA operatives selected from the following list: o Boy on Squighog (counts as 2 selections) o Boy o Thumpa

If the Squighog Nob is selected, only 7 HUNTA-KILLA operatives are then selected instead.

You may have up to 2 Boy on Squighog operatives and up to 1 Thumpa operative.

Common Abilities and Options

Big Git:
Whenever your opponent is selecting a valid target, if this operative has a conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it is visible), it does not remove its cover save (if any). This operative can move through Light terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall. Whenever this operative would finish a move in a Light terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead.

Da Hunt is On!:
As a STRATEGIC GAMBIT in the first turning point, nominate one enemy operative as your Prey. If that enemy's base is: • The same size or smaller than this operative's, all friendly attacks against that enemy may reroll one failed attack dice. • Larger than this operative’s, improve the Hit stat of all friendly ranged attacks targetting it by 1, and all friendly attacks against that enemy may reroll any failed attack dice. Whenever your Prey is incapacitated by attacks from a HUNTA-KILLA operative, you may immediately nominate a new enemy operative as your Prey.

Killsteala!:
HUNTA-KILLA operatives may target an enemy model in control range of a friendly HUNTA-KILLA operative.

Mob Rule:
Whenever a HUNTA-KILLA operative is shooting, fighting or retaliating against an enemy operative, for each friendly HUNTA-KILLA operative within that enemy’s control range, add 1 to both the Normal and Critical damage of this operative’s weapons.

Killsteala:
HUNTA-KILLA operatives may target an enemy model in control range of a friendly HUNTA-KILLA operative.

Nob on Squighog
A 3
M 7"
S 4+
W 21
Weapons
ATK
HIT
DMG
Slugga
3
5+
3/4
Big choppa and squig jaws (Balanced, Brutal, Rending, Shock)
5
3+
5/6
Abilities
Big GitDa Hunt is On!Killsteala!Mob Rule
HUNTA-KILLA, ORK, SQUIGHOG, NOB
Nob
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Slugga
3
5+
3/4
Power snappa (Brutal, Shock)
5
3+
5/6
Abilities
Da Hunt is On!Killsteala!Mob Rule
HUNTA-KILLA, ORK, NOB, LEADER
Bomb Squig
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
Explosives (Blast 1", Limited 1, *Explosive)
6
4+
4/5
Bite
3
4+
4/5
Abilities
*ExplosiveBoom!ExpendableKillsteala!Mob RuleStoopid

*Explosive: This operative can perform the Shoot action with this weapon while within control range of an enemy operative. Do not select a valid target, instead this operative is always the primary target and cannot be in cover or obscured.

Boom!: Whenever this operative is incapacitated during a battle in which it has not used its explosives, roll one D6, or two D6 if you wish. If any result is a 4+, this operative performs a free Shoot action with its explosives before it is removed from the Killzone.

Expendable: This operative is ignored for your opponent's kill/elimination op (when it is incapacitated, and when determining your starting number of operatives). It is also ignored for victory conditions and scoring VPs that require operatives to "escape", "survive", or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operative must escape/survive/ be incapacitated, etc).

Stoopid: In the Firefight Phase, whenever you determine this operative's order, you cannot select Conceal. This operative cannot perform any actions other than Charge, Dash, Fight, Reposition and Shoot, or use any weapons that are not on its data card.

HUNTA-KILLA, ORK, BOMB SQUIG
Boy
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Slugga
3
5+
3/4
Choppa (Punishing)
4
3+
3/4
Abilities
KillstealaMob Rule
HUNTA-KILLA, ORK, BOY
Thumpa
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Thump Gun (Blast 1", Heavy (Reposition only), Punishing)
4
5+
4/5
Fists
3
3+
2/3
Abilities
KillstealaMob Rule
HUNTA-KILLA, ORK, BOY, THUMPA
Boy on Squighog
A 3
M 7"
S 4+
W 20
Weapons
ATK
HIT
DMG
Saddlegit weapons (Range 8", *Ekstra Dakka)
4
4+
2/3
Stikka (Range 4", Blast 0", Piercing Crits 1)
4
5+
4/5
Stikka and squig jaws (Balanced, Piercing Crits 1, Rending)
5
3+
4/5
Abilities
0AP: *Ekstra DakkaBig GitKillstealaMob Rule

*Ekstra Dakka (0AP): Whenever this operative activates, it must perform a free Shoot action with this weapon, but must target the closest operative. This action does not count against the normal restrictions for performing an action during a turning point, and may be performed while in control range of an enemy operative. It cannot use this weapon more than once per turning point.

HUNTA-KILLA, ORK, SQUIGHOG, BOY
Equipment

New Equipment:


Boom-boosta:
Weapons with the Blast weapon rule increase their Blast by 1”.


Kill-Rig Plannin':
Once per battle as a STRATEGIC GAMBIT, you may select a friendly HUNTA-KILLA operative (excluding BOMB SQUIG) in the killzone. That operative gains +1 APL until the end of their next activation.


New Equipment:


Wurrboy Tamperin':
Once per battle, select a point on the killzone floor wholly within 3” of the operative with the largest base size in the killzone. Place a Wurrboy Wizardin’ marker within control range and roll a D6 to determine a random direction, 1 being toward the controlling player’s killzone edge, and proceeding clockwise around the killzone for 2-4. Then move the marker D3” toward that killzone edge. On a roll of 5-6, do not roll for movement. Then inflict D6 wounds on every operative within 3” of that marker, rolling separately for each.


New Equipment:


Squighog Krushaplates:
Whenever a SQUIGHOG operative performs a Fight action immediately after it charged, rather than block or strike with an attack dice, you can instead push. Inflict 1 wound on the enemy operative and then move it in a straight line increment of up to 1”. If you do, it must end the move further away from this operative and in a location it can be placed. Then move this operative in a straight line increment of up to 1”, but it must end that move within that enemy operative’s control range (if either isn’t possible, you cannot move them).


Ploys

Firefight - Instinctive Hunters:
Use this Firefight ploy in the Set Up Operatives step after all operatives have deployed. You may remove 1 SQUIGHOG operative from the killzone and set it up along a killzone edge within 3” of your drop zone.


Firefight - Just a Scratch:
Use this Firefight ploy when an attack die inflicts Normal damage on a friendly HUNTA-KILLA operative (excluding BOMB SQUIG). Ignore that inflicted damage.


Firefight - Unstoppable Momentum:
Use this Firefight ploy when a friendly HUNTA-KILLA operative finishes a Charge action. Select one enemy operative within this model’s control range and inflict D3+1 wounds on it. If it is your Prey, inflict D6+1 wounds instead.


Firefight - Where d'Ya Fink Yer Goin'?:
Use this Firefight ploy when an enemy operative ends a Fall Back action within 3” of a friendly HUNTA-KILLA operative. That friendly operative may immediately perform a free Charge action of up to 3”, but must end its movement within that enemy operative’s control range. The friendly operative may not Counteract for the rest of the turning point.


Strategic - Dat One’s Even Bigga!:
Friendly HUNTA-KILLA operatives may perform a Charge action from control range. They must end their movement in control range of an enemy operative with a higher Wound stat or larger base size than themselves.


Strategic - Glory Hog:
A NOB operative and any friendly HUNTA-KILLA operatives within 3” may immediately make a free Dash action. It must end its movement closer the nearest enemy operative.


Strategic - Stalkin’ Taktiks:
Whenever a friendly HUNTA-KILLA operative is targeted by a ranged attack, if you cannot retain any cover saves, you can retain one of your defence dice as a normal success without rolling it.


Strategic - Waaagh!:
Friendly HUNTA-KILLA operatives’ melee weapons have the Balanced weapon rule.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.